﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;

namespace PyramidShadow
{
    class MapBuilder_Level1 : MapBuilder
    {

        public MapBuilder_Level1(Game1 game) : base()
        {
            // Level Content Init
            mapMembers.map_tex_bg = game.Content.Load<Texture2D>(@"Images/ebene1");
            mapMembers.map_tex_cm = game.Content.Load<Texture2D>(@"Images/colormap-einfach");
            
            bodyMembers.body_tex = game.Content.Load<Texture2D>(@"Images/mario");
            bodyMembers.body_pos = new Vector2(500f, 200f);
            
            ghostMembers.ghost_tex = game.Content.Load<Texture2D>(@"Images/threerings");
            ghostMembers.ghost_pos = new Vector2(600f, 575f);

            exitMembers.exit_tex = game.Content.Load<Texture2D>(@"");
            exitMembers.exit_pos = new Vector2( , );

            blockMembers.block_tex = game.Content.Load<Texture2D>(@"");
            blockMembers.block_positions = new List<Vector2>();
                //blockMembers.block_positions.Add(...)
                //...
            floorButtonMembers.floorButton_tex = game.Content.Load<Texture2D>(@"");
            floorButtonMembers.floorButton_frameDim = new Vector2( , );
            floorButtonMembers.floorButton_offset = new Vector2 ( , );
            int floorButtons =  ;
            floorButtonMembers.floorButton_positions = new Vector2[floorButtons];
            floorButtonMembers.floorButton_events = new PS_Event[floorButtons];
            floorButtonMembers.floorButton_reset = new bool[floorButtons];
                //...[0] = new ...
                //...[1] = new ...
                //...

            signMembers.sign_tex = game.Content.Load<Texture2D>(@"");
            int signs = ;
            signMembers.sign_positions = new Vector2[signs];
            signMembers.sign_events = new PS_Event[signs];
            signMembers.sign_textFields = new TextField[signs];
                //...[0] = new ...
                //...[1] = new ...
                //...
        }
    }
}
